Science fiction shows a future with new, often immersive ways of interacting with technology. While we’re not yet operating in a world of gesture-sensitive dynamic interfaces like those shown in the movie Minority Report, some tools today bring us close. One of the most futuristic and immersive developments is the use of augmented reality (AR), virtual reality (VR), and wearable technologies. However, it’s important to remember that technologies that look exciting aren’t always technologies that are useful, particularly when it comes to learning. So let’s break down some key ideas from learning science research to explore how future learning experiences might effectively use AR/VR in creating impactful professional learning opportunities. 

Why AR/VR at All?

To understand AR and VR’s potential in education, it’s worth first considering the baseline for comparison. Why use these technologies when many modes of education already exist? Imagine putting on a VR headset just to sit at a virtual desk, listen to a virtual lecture, and take a virtual exam—this would be using new tools just to recreate an existing experience.

The real power of AR/VR lies in creating experiences that traditional methods can’t easily provide, particularly in professional training contexts where practice is otherwise risky or costly. Two key use cases stand out:

  1. High-stakes practice: VR can simulate challenging scenarios, such as crisis communication during a PR disaster, complex project management with tight deadlines, or a difficult performance review. These immersive experiences allow learners to practice high-pressure skills in a low-risk setting.
  2. Exploration of novel environments: AR/VR enables learners to engage with experiences otherwise difficult to simulate that can be interesting and exciting to explore. One could test out their skills for strategic planning by managing a voyage in outer space, or their ability to follow sustainable business practices in an underwater city.  

These kinds of high-impact, immersive experiences are where AR/VR’s potential shines brightest. But once we identify these unique use cases, we need to consider how to design AR/VR experiences to maximize learning.

When Realism Helps, and When it Hinders

When we think about VR, it’s easy to be impressed by the high-definition graphics and realistic environments. The visual engagement alone makes VR fun and memorable, but research suggests that visual fidelity—the degree to which a virtual environment resembles real life—doesn’t always benefit learning. 

Consider a learner engaging with VR for the first time, say, in a professional safety training module. A highly realistic simulation with intricate visual details might overwhelm a beginner. Research has shown that, for novices, high levels of visual detail can introduce distractions, making it difficult to focus on key concepts. For these learners, a low-fidelity version with simplified visuals may be more effective, helping them grasp foundational concepts before progressing to a full, complex simulation. Of course, as learners gain proficiency, increasing realism can be a bridge to real-world applications. 

Beyond "Chocolate-Covered Broccoli"

The level and nature of interactivity are equally crucial in designing effective AR/VR experiences. In educational technology, there’s a concept called “chocolate-covered broccoli” that describes digital learning experiences where the educational content is presented as the “broccoli,” and the fun, engaging elements are the “chocolate coating.” This setup often feels unconvincing, as it separates the fun from the learning itself. Forcing users through a chore-like learning task just to unlock some game elements rarely leads to effective learning. 

In effective AR/VR-based learning, interactive elements are integral to the process itself. For example, rather than merely clicking through slides in sales negotiation training, learners could use a VR setting to practice reading body language, responding to client cues and adapting their pitch in real time. This kind of embodied interaction aligns the learning task with the simulated experience, creating a seamless, immersive training that directly connects with on-the-job skills.

Real-Time, Full-Body Feedback

Beyond AR and VR, wearable technologies—such as haptic gloves or biometric sensors—are beginning to play a role in educational experiences. Wearables add a layer of real-time feedback that can accelerate and deepen learning. Imagine an engineering trainee using VR to work on machinery, equipped with haptic gloves that provide feedback whenever they apply too much force to a component. This kind of instant, tactile feedback can reinforce key concepts about precision and careful handling, bridging the gap between theory and hands-on skill.

Moreover, wearables can track biometric data like heart rate or eye movement, helping both learners and instructors identify moments of heightened stress or engagement. For instance, in the sales negotiation training scenario, monitoring heart rate could reveal how a trainee finds most stressful about the experience, providing valuable insights for tailored feedback and improvement.

Effective, Research-Grounded AR/VR Learning

While the potential of AR, VR, and wearables in education is exciting, the key to truly effective implementation lies in grounding these tools in research-based learning principles. High-tech learning environments shouldn’t be built simply to impress; they should be designed with the learner’s cognitive and emotional needs in mind.

As we’ve covered, several practical guidelines can ensure that AR/VR tools are effective:

  1. Design for the learner’s experience level: Novices may benefit from lower-fidelity environments that simplify visual input and highlight key learning points. As learners advance, gradually introducing more complex, realistic environments can help bridge the gap to real-world applications.
  2. Integrate interactivity with learning goals: Avoid “chocolate-covered broccoli.” Effective AR/VR experiences make the learning process intrinsic to the activity itself. Realistic interactions, such as using virtual tools or reacting to simulated scenarios, create more meaningful learning experiences that go beyond clicks and prompts. And definitely steer clear of any system that purposefully breaks apart fun from learning.
  3. Leverage wearable data for adaptive feedback: Wearables can offer real-time insights that allow learners and instructors to adjust the learning process. For instance, biometric feedback during a high-stakes simulation can identify moments when a learner might benefit from additional support or targeted practice.

In the spirit of “informed optimism,” it is worth remembering that not every new technology will deliver immediate, transformative results. By applying insights from learning science research, we can create immersive experiences with genuine educational value. The future of learning isn’t just about adopting the latest tech—it’s about designing tools that help learners build skills in ways that are meaningful, measurable, and ultimately, transformative.